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Any Suggestions for this Mono-Normal Team?

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Ambipom@Flying Gem
Role: Scout/Lead Disruptor
EVs: 4 Hp, 252 Att, 252 Spd
Jolly (-SpAtk, +Spd)
-Fake Out
Taunt is really important to stop entry hazards since the only normal-type rapid spinner is Spinda, and I don't care if no two have the same spots, I'm not using a pokemon whose total base stat is 360. Fake Out and Acrobatics are powered up by Technician. U-turn is so I can keep using Fake Out. I'm using the Flying Gem instead of the Normal Gem because people usually switch to a Ghost-type when they see Ambipom, and if I don't use my item Acrobatics doesn't get its boost.

Staraptor@Choice Band
Role:Physical Sweeper
Trait: Reckless
EVs: 4 Hp, 252 Att, 252 Spd
-Brave Bird
-Double Edge
-Close Combat
Brave Bird and Double Edge get a huge boost with STAB and Reckless, Brave Bird also covers Fighting. Close Combat is coverage. U-turn is so I don't have to get locked into one move.

Role: Special Wall
Trait: Natural Cure
EVs: 252 Hp, 252 SpDef, 4Spd
Calm (-Att, +SpDef)
-Seismic Toss
-Stealth Rock
Standard Eviolite Chansey, and I needed someone to carry Stealth Rock.

Ursaring@Flame Orb
Role: Tank
Trait: Guts
EVs: 248 Hp, 252 Att, 4 Def, 4 SpDef
Adament (-SpAtt, +Att)
-Hammer Arm
I'm not sure if I should keep this guy; he does huge damage, but I'm thinking of replacing for Togekiss.

Smeargle@Focus Sash
Role: Baton Passer
Trait: Own Tempo
EVs: 252 Hp, 4 Sp Def, 252 Spd
-Shell Smash
-Baton Pass
Pretty self-explanatory, and he works well with Clefable.

Clefable@Leftovers/Life Orb
Role: Tank
Trait: Magic Guard
EVs: 252 Hp, 136 Def, 120 SpAtt
Modest (-Att, +SpAtt)
-Cosmic Power
-Stored Power
-Ice Beam
Stored Power is awesome with Cosmic Power and Smeargle's Baton Pass. Wish is to heal itself and others. Ice Beam is for coverage.

asked Mar 3, 2012 by Umbrae
staraptor is a Normal/Flying
Exactly NORMAL/Flying, mono-type teams can still have dual types

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